|
|
Note
This article is an updated version of our HPG 2013
publication. While the basic worfklow stays the same, this
article describes significant performance improvements (through
better voxelization and morton code generation), a more in-depth
explanation of the SVO building algorithm, a new example on how to
sample additional mesh properties (normals, colors, ...) and
various other additions.
|
Abstract
Voxel-based rendering has recently received significant
attention due to its potential in the context of efficiently
rendering massively large and highly detailed scenes.
Unfortunately, few or no scenes are available in the form of sparse
voxel octrees. In this paper, we present an out-of-core algorithm
for constructing a sparse voxel octree from a triangle mesh. Our
algorithm allows the input triangle mesh, the output sparse voxel
octree, and, most importantly, the intermediate high-resolution 3D
voxel grid, to be larger than available memory. We demonstrate that
our out-of-core algorithm can construct sparse voxel octrees from
triangle meshes using only a fraction of the memory required by an
in-core algorithm in roughly the same time, and that our
out-of-core algorithm can also handle extremely large triangle
meshes.
|
Downloads
|
Source Code / Binaries
We've decided to release binaries and source code for our
implementation of the technique on Github, in a repository called
ooc_svo_builder.
- Current release version: v1.2
- The manual is included with the source, and can be viewed
online here.
- Source is released under this
license.
- Binaries are currently available for Win64. Linux64 and
OSX
- Source code is hosted in this Github
repository. Feel free to fork / send pull requests.
|
|
|
Jeroen baert, Ares Lagae
and Philip Dutré |
Last updated on:
|
|